mapspinner 0.1.50 → 0.1.52

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "mapspinner",
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- "version": "0.1.50",
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+ "version": "0.1.52",
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  "description": "WebGL2 Earth-scale terrain rendering SDK for interactive globe applications",
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  "main": "src/index.js",
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  "exports": {
package/src/gl-render.js CHANGED
@@ -788,7 +788,12 @@ export async function initMapspinnerRender(gl, opts = {}) {
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  // extends the horizon to tens of km at low altitude so near-shore relief stays in view (negligible
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  // depth-precision cost: 500m vs R~6.37e6). Both the cull and the draw use this (single source).
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  const RHORIZON = R - 500.0;
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- const horizon = Math.sqrt(Math.max(0.0, camDist*camDist - RHORIZON*RHORIZON));
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+ // UNDERWATER FAR-PLANE FIX (user 2026-06-14 'at -214m visible, at -500m it disappears'): when the
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+ // camera is more than 500m below sea level, camDist < RHORIZON so the sea-level horizon is imaginary
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+ // (-> 0) and alt is negative; the old max(horizon, alt*8) then collapsed the far plane to ~0 and the
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+ // whole scene vanished past -500m deep (= the 'ocean looks shallow/empty' when exploring). Floor the
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+ // far reach to 60km when submerged so the seabed + the underwater view stay visible.
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+ const horizon = (camDist > RHORIZON) ? Math.sqrt(camDist*camDist - RHORIZON*RHORIZON) : 60000.0;
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  // MATCH render()'s near exactly (2026-06-14 jank fix): the cull frustum must use the SAME near
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  // as the draw frustum, else behind-limb/screen-AABB culling diverges from what is actually drawn
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  // at the deck (cull near was max(*0.1,0.1) while render used the <2m 0.05 branch).
@@ -831,7 +836,12 @@ export async function initMapspinnerRender(gl, opts = {}) {
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  // extends the horizon to tens of km at low altitude so near-shore relief stays in view (negligible
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  // depth-precision cost: 500m vs R~6.37e6). Both the cull and the draw use this (single source).
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  const RHORIZON = R - 500.0;
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- const horizon = Math.sqrt(Math.max(0.0, camDist*camDist - RHORIZON*RHORIZON));
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+ // UNDERWATER FAR-PLANE FIX (user 2026-06-14 'at -214m visible, at -500m it disappears'): when the
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+ // camera is more than 500m below sea level, camDist < RHORIZON so the sea-level horizon is imaginary
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+ // (-> 0) and alt is negative; the old max(horizon, alt*8) then collapsed the far plane to ~0 and the
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+ // whole scene vanished past -500m deep (= the 'ocean looks shallow/empty' when exploring). Floor the
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+ // far reach to 60km when submerged so the seabed + the underwater view stay visible.
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+ const horizon = (camDist > RHORIZON) ? Math.sqrt(camDist*camDist - RHORIZON*RHORIZON) : 60000.0;
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  const near = altAboveTerrain < 2.0 ? 0.05 : Math.max(altAboveTerrain * 0.1, 0.05);
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  const _fBlend = Math.min(1.0, Math.max(0.0, (alt - 500000.0) / 4500000.0));
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  const farGround = Math.max(horizon, alt * 8.0);
@@ -1391,7 +1391,13 @@ vec3 terrainAlbedoClimate(float h, float slope, float rockSlope, float temp, flo
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  return mix(c, vec3(0.82, 0.88, 0.94), seaIce * 0.9);
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  }
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  // biome weight: full on gentle lowland, fading where rock/snow/steep takes over.
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- float veg = (1.0 - smoothstep(bandEdgesHi.x, bandEdgesHi.y, h)) * (1.0 - smoothstep(slopeRock.x, slopeRock.y, slope));
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+ // VEG SLOPE GATE (user 2026-06-14 'hard line of light grass around rocks'): the gate faded veg over
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+ // `slope` (the macro, gentler) while the ROCK blend keys off `rockSlope` (the raw geometric normal,
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+ // steeper). The two thresholds didn't coincide, so on the approach to a rock the dark biome-green
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+ // vegetation dropped out a beat BEFORE the rock arrived -> a light bare-grass ring. Key veg off the
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+ // SAME rockSlope so vegetation fades EXACTLY as rock fades in -> grass stays dark right up to the
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+ // rock with no light gap, and veg is 0 wherever rock is full (no biome-green bleeding onto rock).
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+ float veg = (1.0 - smoothstep(bandEdgesHi.x, bandEdgesHi.y, h)) * (1.0 - smoothstep(slopeRock.x, slopeRock.y, rockSlope));
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  // ELEVATION + LATITUDE BIOME BIAS (user 2026-06-02: 'the hypsometric ramp should influence biome
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  // distribution, pulling biomes out of their anchor areas a bit for better distribution'). On top
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  // of the anchor climate temp/humid, bias the EFFECTIVE temperature DOWN with elevation (lapse rate